Search found 658 matches
- Tue Apr 09, 2019 9:50 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.16] Cannot paste recipe due to (intermediate) fluid mixing
- Replies: 8
- Views: 3887
Re: [Dominik][0.17.16] Cannot paste recipe due to (intermediate) fluid mixing
We know about this and there are other posts on this subject around.
- Tue Apr 09, 2019 9:49 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.23] Power poles respawning from nowhere after deconstruction
- Replies: 5
- Views: 3617
- Tue Apr 09, 2019 9:49 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.25] game crashes while mod creator tests new fluid turret entity
- Replies: 4
- Views: 4305
Re: [0.17.25] game crashes while mod creator tests new fluid turret entity
In the log I see that some entity is moving to a position that is out of maximum possible map coordinate, probably the alien. Can you please check that their control script does not contain some bug that would do that? In the log Commandable::runBehavior -> PursueBehavior::execute-> GotoBehavior::ex...
- Tue Apr 09, 2019 9:24 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.7] Pumps substantially slower than 0.16.x, but no changelog entry -- intentional or bug?
- Replies: 21
- Views: 13667
Re: [0.17.7] Pumps substantially slower than 0.16.x, but no changelog entry -- intentional or bug?
Making a pipeline of pumps is definitely not the intended way it should work. It is supposed to be another logistical challenge. The limit is the pipe throughput, the pump max should always be above it. Of course if the limit is the performance, that is also not right, but it simply can't be infinit...
- Tue Apr 09, 2019 9:17 am
- Forum: 1 / 0 magic
- Topic: [Dominik][0.17.23] Frequent, spurious crashes (FluidBox::PipeConnection::getOpposite)
- Replies: 3
- Views: 1376
Re: [Dominik][0.17.23] Frequent, spurious crashes (FluidBox::PipeConnection::getOpposite)
Haha, a very sophisticated user
It always feels like trying to offload work when referring to bad memory, so I am glad I was right, for my sake. Sorry about your pc though.
It always feels like trying to offload work when referring to bad memory, so I am glad I was right, for my sake. Sorry about your pc though.
- Tue Apr 02, 2019 1:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.23] Error FluidBox.cpp:520: Compatible connection is disconnected
- Replies: 1
- Views: 1798
Re: [Dominik][0.17.23] Error FluidBox.cpp:520: Compatible connection is disconnected
Hi, thanks for this report, it helped me fix an old mysterious bug. And a different one that popped when loading without mods.
- Tue Apr 02, 2019 1:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.17][Mod] Fluid boxes not updating connections after create entity script event
- Replies: 13
- Views: 7291
Re: [Dominik][0.17.17][Mod] Fluid boxes not updating connections after create entity script event
No, sorry, turns out the fix did create troubles. Will have to postpone this until I come back from EGX.
- Tue Apr 02, 2019 9:40 am
- Forum: 1 / 0 magic
- Topic: [Dominik][0.17.23] Frequent, spurious crashes (FluidBox::PipeConnection::getOpposite)
- Replies: 3
- Views: 1376
Re: [Dominik][0.17.23] Frequent, spurious crashes (FluidBox::PipeConnection::getOpposite)
Hi, thanks for the report. The save looks ok from what I can see. And in the 4 reports I see 3 different hardly related issues. So I think that the reason is corrupted memory. Try running some memory check.
- Mon Apr 01, 2019 3:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.11] lamp electricity bar shows full in electric network without power
- Replies: 3
- Views: 2507
Re: [0.17.11] lamp electricity bar shows full in electric network without power
This is for whoever finds this (Kovarex) as the bug goes to depths that I do not want to stir up. https://i.4pcdn.org/tv/1497372103568.jpg This is a result of some lamp optimisations but the code has some weird stuff in it, the behavior indeed is wrong. The bar is set from Lamp::getAvailableEnergy w...
- Mon Apr 01, 2019 2:33 pm
- Forum: Pending
- Topic: [Dominik][0.17.23] Check consistency - FluidBox.cpp:537: 1/baseArea != invertedBaseArea
- Replies: 3
- Views: 1220
Re: [Dominik][0.17.23] Check consistency - FluidBox.cpp:537: 1/baseArea != invertedBaseArea
Interstingly I am finding very different things than you. I tried loading the save normally and as MP and both without issues, with mods and without. But when I try to run it in heavy mode (=all checks each tick) it founds different issues than what your log says. I have fixed something that *might*...
- Mon Apr 01, 2019 2:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.23] Desync when connecting to Vanilla game
- Replies: 4
- Views: 1489
Re: [0.17.23] Desync when connecting to Vanilla game
Sure, good you wrote it. There are admins here and helpful active members who test reports even before we get to it.
- Mon Apr 01, 2019 2:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.17][Mod] Fluid boxes not updating connections after create entity script event
- Replies: 13
- Views: 7291
Re: [Dominik][0.17.17][Mod] Fluid boxes not updating connections after create entity script event
I realized that this does not concern only pipes but any entities with fluid boxes. So while still don't think there is any sense in having overlapping pipes, the issue spans further and is not worth potential disruptions of I don't know what modded stuff. So I have changed it so that also normal co...
- Mon Apr 01, 2019 1:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.23] crash - FB without owner
- Replies: 3
- Views: 2452
Re: [Dominik][0.17.23] crash - FB without owner
Or just try it in 17.24, it should be fixed now.
- Mon Apr 01, 2019 1:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.23] crash - FB without owner
- Replies: 3
- Views: 2452
Re: [Dominik][0.17.23] crash - FB without owner
Hi, thanks for reporting this. It sure was caused by that pipe connection, but it only uncovered and existing problem somewhere. It would help us if you upload the save so that I can reproduce it. I think we might already have found the culprit but it would be good if we could check that it will fix...
- Mon Apr 01, 2019 8:58 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.21] Copy Entity Settings should not copy rotation
- Replies: 7
- Views: 2581
Re: [0.17.21] Copy Entity Settings should not copy rotation
No, this was a recently introduced bug (by another fix).
- Mon Apr 01, 2019 8:57 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.23] When applying a recipe via shift right click the object rotates
- Replies: 5
- Views: 3320
- Sun Mar 31, 2019 6:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.22] Game Crash after placing Big Electric Pole
- Replies: 10
- Views: 5920
Re: [Dominik][0.17.22] Game Crash after placing Big Electric Pole
Thanks but as you can see it is already in the resolved category. The fix is in 0.17.23.
- Sun Mar 31, 2019 6:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.23] When applying a recipe via shift right click the object rotates
- Replies: 5
- Views: 3320
Re: [0.17.23] When applying a recipe via shift right click the object rotates
Hi, thanks for reporting. I have mixed up some things during fixing blueprint copy/paste, ending up with this.
- Sun Mar 31, 2019 10:29 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik]Bugged out power poles
- Replies: 5
- Views: 1726
Re: [Dominik]Bugged out power poles
The case where this happens (that I was able to find) is when you try to build a remote power pole and fail by distance (or build a ghost of a pole or belt), and then click on an existing pole near you and drag-build from there.
- Sun Mar 31, 2019 10:13 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.23] Desync when connecting to Vanilla game
- Replies: 4
- Views: 1489